提交 57432f03 编写于 作者: B Ben Houston

get macros for encodings working.

上级 e3840079
......@@ -2,10 +2,10 @@
uniform sampler2D emissiveMap;
vec4 emissiveMapTexelToLinear( vec4 texel ) {
vec4 emissiveMapTexelToLinear( vec4 value ) {
#define DECODE_MACRO EMISSIVEMAP_ENCODING
#include "encoding_template.glsl"
#undef DECODE_MACRO
#include <encoding_template>
#undef MACRO_DECODE
}
#endif
......@@ -38,7 +38,7 @@ vec4 LinearToRGBE( in vec4 value ) {
float fExp = ceil( log2(maxComponent) );
return vec4( value.rgb / exp2(fExp), (fExp + 128.0) / 255.0 );
}
/*
vec4 EncodingToLinear( in vec4 value, in int fromEncoding ) {
switch( fromEncoding ) {
......@@ -102,3 +102,4 @@ vec4 LinearToEncoding( in vec4 value, in int toEncoding )
}
}
*/
......@@ -11,10 +11,10 @@
#endif
uniform float flipEnvMap;
vec4 envMapTexelToLinear( vec4 texel ) {
#define DECODE_MACRO ENVMAP_ENCODING
#include "encoding_template.glsl"
#undef DECODE_MACRO
vec4 envMapTexelToLinear( vec4 value ) {
#define MACRO_DECODE ENVMAP_ENCODING
#include <encoding_template>
#undef MACRO_DECODE
}
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( STANDARD )
......
......@@ -2,10 +2,10 @@
uniform sampler2D map;
vec4 mapTexelToLinear( vec4 texel ) {
#define DECODE_MACRO MAP_ENCODING
#include "encoding_template.glsl"
#undef DECODE_MACRO
vec4 mapTexelToLinear( vec4 value ) {
#define MACRO_DECODE MAP_ENCODING
#include <encoding_template>
#undef MACRO_DECODE
}
#endif
......@@ -204,6 +204,7 @@ THREE.ShaderLib = {
"#endif",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "encodings" ],
THREE.ShaderChunk[ "color_pars_fragment" ],
THREE.ShaderChunk[ "uv_pars_fragment" ],
THREE.ShaderChunk[ "uv2_pars_fragment" ],
......@@ -214,7 +215,6 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "emissivemap_pars_fragment" ],
THREE.ShaderChunk[ "envmap_pars_fragment" ],
THREE.ShaderChunk[ "bsdfs" ],
THREE.ShaderChunk[ "encodings" ],
THREE.ShaderChunk[ "ambient_pars" ],
THREE.ShaderChunk[ "lights_pars" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
......@@ -369,6 +369,7 @@ THREE.ShaderLib = {
"uniform float opacity;",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "encodings" ],
THREE.ShaderChunk[ "color_pars_fragment" ],
THREE.ShaderChunk[ "uv_pars_fragment" ],
THREE.ShaderChunk[ "uv2_pars_fragment" ],
......@@ -380,7 +381,6 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "envmap_pars_fragment" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
THREE.ShaderChunk[ "bsdfs" ],
THREE.ShaderChunk[ "encodings" ],
THREE.ShaderChunk[ "ambient_pars" ],
THREE.ShaderChunk[ "lights_pars" ],
THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
......@@ -533,6 +533,7 @@ THREE.ShaderLib = {
"#endif",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "encodings" ],
THREE.ShaderChunk[ "color_pars_fragment" ],
THREE.ShaderChunk[ "uv_pars_fragment" ],
THREE.ShaderChunk[ "uv2_pars_fragment" ],
......@@ -544,7 +545,6 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "envmap_pars_fragment" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
THREE.ShaderChunk[ "bsdfs" ],
THREE.ShaderChunk[ "encodings" ],
THREE.ShaderChunk[ "ambient_pars" ],
THREE.ShaderChunk[ "lights_pars" ],
THREE.ShaderChunk[ "lights_standard_pars_fragment" ],
......
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